Difference between revisions of "Vampire Lore"

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(Known/Common (Skill 6-9))
(Slightly Obscure/Trained (Skill 10-13))
 
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<p>Refer to ''Monster Hunters 3: The Enemy'' pp. 8-12, though many of the particulars will differ in this campaign.</p>
 
<p>Refer to ''Monster Hunters 3: The Enemy'' pp. 8-12, though many of the particulars will differ in this campaign.</p>
 
=Obvious=
 
=Obvious=
<p>''Roll: No roll required with Hidden Lore (Vampires); Occultism+2. Note: This is, essentially, a ''confirmation'' or ''negation'' of what can be gleaned from popular TV/cinema/literature.''</p>
+
<p>''Roll: No roll required with Hidden Lore (Vampires); Occultism+2. Note: This is, essentially, a ''confirmation'' or ''negation'' of what can be gleaned from popular media.''</p>
 
"It presents itself as mild anemia" ([https://en.wikipedia.org/wiki/Porphyria Porphyria])
 
"It presents itself as mild anemia" ([https://en.wikipedia.org/wiki/Porphyria Porphyria])
 
*Nature: Supernatural undead (that is, not a virus)
 
*Nature: Supernatural undead (that is, not a virus)
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:*Garlic is bad for them
 
:*Garlic is bad for them
 
:*"Good"/"Holy" is bad for them
 
:*"Good"/"Holy" is bad for them
 +
*Support:
 +
:*Powerful vampires can compel humans into their service; "mind control"
  
 
=Known/Common (Skill 6-9)=
 
=Known/Common (Skill 6-9)=
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:*Prefers the cold
 
:*Prefers the cold
 
:*Invitation required for entry into private residence; not required for public places
 
:*Invitation required for entry into private residence; not required for public places
*Assistants:
 
:*Powerful vampires can compel humans into their service; "mind control"
 
 
*Weaknesses:
 
*Weaknesses:
 
:*Vulnerable to silver, sunlight, "Good"/"Holy", and will generally avoid them
 
:*Vulnerable to silver, sunlight, "Good"/"Holy", and will generally avoid them
 
:*Irritated by garlic (like tear-gas/ammonia)
 
:*Irritated by garlic (like tear-gas/ammonia)
 +
*Destruction: Vampires don't all "go out" the same way when killed
 +
*Support:
 +
:*Familiars (Bug-Eaters, Renfields, etc.): Some humans serve by choice, and are not mind-controlled, usually for the promise of eternal-life (and are just evil assholes)
  
 
===Rudimentary Taxonomy===
 
===Rudimentary Taxonomy===
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<p>''Roll: Hidden Lore (Vampires)+0; Occultism-4. Note: has direct/second-hand-direct experience.''</p>
 
<p>''Roll: Hidden Lore (Vampires)+0; Occultism-4. Note: has direct/second-hand-direct experience.''</p>
 
"You aim for the head or the heart. Anything else, it's your ass."
 
"You aim for the head or the heart. Anything else, it's your ass."
 +
:TBD In-game
 +
<!--
 
*Nature:
 
*Nature:
 +
:*Essentially an "animated corpse" that can make itself look "alive"
 
:*Extremely fast, strong, tough, agile, and flexible. Normal weapons/bullets are not very effective, if at all.
 
:*Extremely fast, strong, tough, agile, and flexible. Normal weapons/bullets are not very effective, if at all.
 
:*Can sometimes survive beheading
 
:*Can sometimes survive beheading
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:*Invitation granted considered a "permanent precedent" unless ownership changes or magically revoked. Loopholes exist; a "welcome mat" is invitation enough.
 
:*Invitation granted considered a "permanent precedent" unless ownership changes or magically revoked. Loopholes exist; a "welcome mat" is invitation enough.
 
:*Avoids Holy Ground™
 
:*Avoids Holy Ground™
*Assistants:
 
:*Familiars (Bug-Eaters): humans can be fed vampire blood to gain enhancements, mentally-enslaved (often driven mad)
 
:*Some humans serve by choice, and are not enhanced, usually for the promise of eternal-life (and are just evil assholes)
 
 
*Weaknesses:
 
*Weaknesses:
 
:*Irritated by [https://en.wikipedia.org/wiki/Allicin allicin] (chemical found in garlic) (like tear-gas/ammonia)
 
:*Irritated by [https://en.wikipedia.org/wiki/Allicin allicin] (chemical found in garlic) (like tear-gas/ammonia)
 
:*Damaged (burned) on contact with holy water, holy symbols, sunlight; not "repelled/cowed" but will avoid contact
 
:*Damaged (burned) on contact with holy water, holy symbols, sunlight; not "repelled/cowed" but will avoid contact
 
:*Holy or silver attacks are harder for them to heal, can interfere with powers
 
:*Holy or silver attacks are harder for them to heal, can interfere with powers
:*Stakes-to-the-heart can immobilize/stun (not necessarily kill)
+
:*Stakes-to-the-heart don't kill, but can immobilize/stun (and may lead to death)
 +
*Destruction: When killed, vampires may leave a normal(ish) corpse, or turn to dust/ash, or explode, or possibly other means
 +
*Support:
 +
:*Blood-Bond: Humans can be fed vampire blood to gain enhancements, mentally-enslaved (often driven mad)
 +
-->
  
 
===Basic Taxonomy===
 
===Basic Taxonomy===
 +
:TBD In-game
 +
<!--
 
*Most-common examples originate around the Carpathian Basin area of SE Europe (Romania, Hungary, Bulgaria, etc.), and often speak those languages
 
*Most-common examples originate around the Carpathian Basin area of SE Europe (Romania, Hungary, Bulgaria, etc.), and often speak those languages
 
*Recognized/commonly-encountered "clans"
 
*Recognized/commonly-encountered "clans"
*"Levels": Juvies (sometimes "feral") < Mooks < Masters < Primes < Elders
+
*"Levels": Juvies (sometimes "feral") < Minions < Masters < Primes < Elders
 
*Secret hierarchy/organization, rulership in place; "The Society"
 
*Secret hierarchy/organization, rulership in place; "The Society"
 +
-->
  
 
===Related===
 
===Related===
 +
:TBD In-game
 +
<!--
 
*"Secret" organizations dedicated to hunting or tracking vampires (etc) exist
 
*"Secret" organizations dedicated to hunting or tracking vampires (etc) exist
 +
-->
  
 
=Obscure/Expert (Skill 14-17)=
 
=Obscure/Expert (Skill 14-17)=
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=Highly Obscure/Authority (Skill 18+)=
 
=Highly Obscure/Authority (Skill 18+)=
<p>''Roll: Hidden Lore (Vampires)-8; Occultism NA''</p>
+
<p>''Roll: Hidden Lore (Vampires)-8; Occultism NA. Note: True insider information only available via direct involvement or fly-on-the-wall observation.''</p>
:TBD In-Game
+
*True details regarding abilities and weaknesses
 +
*Details of organization and operations
 +
*Who's who (& what's what)
  
 +
=Notes=
 +
===Aggravated Damage===
 +
* Sunlight: Only to Vampires (and some specific undead/creatures).
 +
* Silver: Vampires, Werewolves (and some shapeshifters).
 +
* Fire: Almost universally Aggravated to all supernatural creatures.
 +
* Supernatural Claws/Fangs: Generally cause Aggravated damage when used by supernatural beings.
 +
* Magic/Sorcery: Damaging spells almost always inflict Aggravated damage.
  
 
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]]
 
[[Category:Nightcrawlers]][[Category:Campaign Information (Nightcrawlers)]]

Latest revision as of 02:51, 21 March 2026

Still WIP

Refer to Monster Hunters 3: The Enemy pp. 8-12, though many of the particulars will differ in this campaign.

Obvious

Roll: No roll required with Hidden Lore (Vampires); Occultism+2. Note: This is, essentially, a confirmation or negation of what can be gleaned from popular media.

"It presents itself as mild anemia" (Porphyria)

  • Nature: Supernatural undead (that is, not a virus)
  • Contagion: Can (not always) spread to others
  • Feeding: Consumes blood
  • Sleep: Sleeps during the day
  • Telltales:
  • Fangs; Pallor
  • No reflection
  • Requires invitation to enter
  • Weaknesses:
  • Beheading, stake-to-the-heart is bad for them (no surprise; works on the living, too)
  • Sunlight is bad for them (& they don't sparkle)
  • Garlic is bad for them
  • "Good"/"Holy" is bad for them
  • Support:
  • Powerful vampires can compel humans into their service; "mind control"

Known/Common (Skill 6-9)

Roll: Hidden Lore (Vampires)+4; Occultism+0. Note: Knows what is not true.

"One thing about living in Santa Carla I never could stomach; all the damn vampires."

  • Nature:
  • Really "hard to kill"
  • Something of the former-self remains after "death"
  • Older = more powerful; new vamps are "mooks"
  • Contagion: Turning requires ingestion of vampire blood
  • Feeding: Extra-aggressive, "frenzy/berserk," when hungry
  • Sleep: Tends to return to the grave to sleep during the day, but not always
  • Telltales:
  • Eyeshine; "Demon face" (when attacking, agitated; Ref: Buffy, Lost Boys, Dusk Till Dawn, etc.)
  • No reflection, and doesn't appear on film
  • Prefers the cold
  • Invitation required for entry into private residence; not required for public places
  • Weaknesses:
  • Vulnerable to silver, sunlight, "Good"/"Holy", and will generally avoid them
  • Irritated by garlic (like tear-gas/ammonia)
  • Destruction: Vampires don't all "go out" the same way when killed
  • Support:
  • Familiars (Bug-Eaters, Renfields, etc.): Some humans serve by choice, and are not mind-controlled, usually for the promise of eternal-life (and are just evil assholes)

Rudimentary Taxonomy

  • Alternate names (versions?): Upir/Upiór, Strigoi
  • There are different "varieties," and "stages" of development
  • Commonly Eastern-European

Slightly Obscure/Trained (Skill 10-13)

Roll: Hidden Lore (Vampires)+0; Occultism-4. Note: has direct/second-hand-direct experience.

"You aim for the head or the heart. Anything else, it's your ass."

TBD In-game

Basic Taxonomy

TBD In-game

Related

TBD In-game

Obscure/Expert (Skill 14-17)

Roll: Hidden Lore (Vampires)-4; Occultism-10

"You see the valets over there? They're vampires. So's the doorman…and the whore on the corner." "How can you tell?" "By the way they move. The way they smell."

TBD In-game

Advanced Taxonomy

TBD In-game

Highly Obscure/Authority (Skill 18+)

Roll: Hidden Lore (Vampires)-8; Occultism NA. Note: True insider information only available via direct involvement or fly-on-the-wall observation.

  • True details regarding abilities and weaknesses
  • Details of organization and operations
  • Who's who (& what's what)

Notes

Aggravated Damage

  • Sunlight: Only to Vampires (and some specific undead/creatures).
  • Silver: Vampires, Werewolves (and some shapeshifters).
  • Fire: Almost universally Aggravated to all supernatural creatures.
  • Supernatural Claws/Fangs: Generally cause Aggravated damage when used by supernatural beings.
  • Magic/Sorcery: Damaging spells almost always inflict Aggravated damage.